
Anime girls motivate you every 15-30 minutes. Features: - Girls holding programming books - Nice girls to compliment you - Chill girls to greet you - Mean girls to insult you - Collect girls in the catalog
Anime girls motivate you every 15-30 minutes. Features: - Girls holding programming books - Nice girls to compliment you - Chill girls to greet you - Mean girls to insult you - Collect girls in the catalog
Godot Safe Resource Loader is a small library that allows you to safely load .tres resource files from unknown sources without risking your player's security. It does this by scanning the resource file for embedded GDScripts and links to resources at unsafe locations outside of "res://" before loading it. The main use case for this is to allow your users to share savegames and load them without risking that they contain malicious code.
GECS - Godot Entity Component System A lightweight and performant ECS framework that integrates seamlessly with Godot 4.x, built to leverage Godot’s node system. It supports: - Full integration with Godot’s node system - Query-based filtering of entities with optimized component indexing - System groups for organized processing - Component resources that work in the editor - Straightforward setup with automatic node management - Clear examples (Zombies Ate My Neighbors, a 2D Breakout clone) OVERVIEW GECS follows the Entity Component System (ECS) pattern: - Entity: A container (a node extending Entity) representing an object. - Component: A data container resource (extends Component) with properties but no logic. - System: A node (extends System) that defines a query for relevant entities and the logic to run on them. - World: A central node (extends World) that manages entities and systems. FEATURES - Components: Simple resources, easy to edit in the Godot inspector. - Entities: Node scenes that extend Entity and automatically synchronize component data. - Systems: Nodes that define queries (for example using with\_all, with\_any) and process matching entities. - System Groups: Specify a group name such as "physics" or "gameplay" to organize and process systems at different times. - ECS Singleton: Global access to your current World, allowing you to call ECS.process(delta, group). - Relationship Support: Use relationships as specialized resources to link entities. - Advanced Queries: Use with\_relationship, with\_reverse\_relationship, and various conditions to refine your entity matching. WHY USE GECS - Improved code organization and maintainability - Clean separation of data (components) and logic (systems) - Intuitive queries for selecting and managing entities - Works naturally with Godot’s scene and node structure GETTING STARTED 1. Place the GECS addon in your project’s addons folder. 2. Enable the plugin in Project Settings > Plugins. 3. Ensure ECS.gd is autoloaded (done automatically when enabling the plugin). 4. Create your own entities, components, and systems. 5. Place a World node, attach your systems and entities, then call ECS.process(delta, group) as needed. SIMPLE STEPS - Create Components, for example Velocity or Bounce, each with exported properties. - Create Entities, adding the desired components in the inspector. - Create Systems, define queries such as with\_all, and implement the logic. - Add Systems to your World node, optionally setting a group. - Process them via ECS.process(delta, "group\_name"). USE CASES - 2D and 3D games needing modular and scalable code - Clean separation of concerns in larger projects - Editor-based design of components without heavy scripting - Simplified debugging of component data SPECIAL FEATURES - Relationship-based queries for advanced linking of entities - System groups for controlling update order - Resource-based components that can be instanced or shared - Editor support for exporting component properties CONCLUSION GECS streamlines development with a concise Entity Component System approach that fits naturally into Godot’s node structure. Build maintainable, modular games with flexible queries, reusable data containers, and powerful system organization.
This add-on allows for the import and playback of MIDI files in Godot. Great for syncing events to music, making rhythm games, or even your own audio production/synthesis applications. Features: - Easy import of MIDI files as Godot Resources - Easy MIDI event handling with signals - Imported MIDI events stored in an array of dictionaries per-track - Asynchronous playback via a separate thread - Linking to one or more AudioStreamPlayers for synchronization with music Please note: this is a work-in-progress, bugs/unexpected behavior may occur. Please consult the README on GitHub before using it. Bugs reports, suggestions, and feature requests are welcomed!
This addon makes HTTP requests much more convenient to use by introducing the await-syntax and removing the need for signals. See the image and examples.tscn for usage.
This plugin enables Rx-like handling of Godot's native signals without having to resort to using a full-blown Rx library. Signals can now be merged, filtered, mapped and more! Note: This is NOT a full Rx implementation by design. Visit the GitHub page for more information and examples: https://github.com/TheWalruzz/godot-sx
.. is a Godot Library for implementing Twitch functionality in Godot. The main purpose is to use this library for easier overlay development. The library can also be used to support Twitch game integration. Features ===== - Integration of Authorizationsflows (Auth Code, Client Credentials, Device Code, ~~Implicit~~) - Configuration driven approach. Almost all feature can be configured and used afterwards. But programatically approach is also supported. - Auth Credentials - Requested Auth Scopes - Subscribed events for EventSub. All possible events with their needed configurations. - ... - Easy integration of chat support via Node `TwitchIrcChannel` - Easy integration of event sub via Node `TwitchEventListener` - Complete REST Api (provided by [https://twitch-api-swagger.surge.sh/](https://twitch-api-swagger.surge.sh/)) with data classes for type safety - Cheer Emote parsing - Command Handler for easy implementing custom commands - Handles low level integration of websocket and http requests for you that is fully compatible with the Twitch Docs - GIF support for emojis via ImageMagick (other options are planned) Secondary Features ============ - BufferedHttpClient to request multiple requests to the same API without manual orchestration, handles automatical reconnect - Simple load balanced HTTP Client: HTTP request in parallel - Simple Websocket Client with auto reconnect - GIF to SpriteFrame importer - Simple Logger to enable and disable logging for modules - Simple generator for the Twitch REST Api in case of changes (maybe a good base for other Swagger APIs too, maybe not cause the code generator is trash and hold together with duct tape) - A RichTextEffect to positioning SpriteFrames within a RichTextLabel (easy to extend to support positioning everything within a RichTextLabel)
Godot 4 port of the Dice Syntax addon Functions for supporting a dice rolling syntax (eg "4d6d1!"). Allows for dice rolls and probability calculations. The syntax supports dropping high/low rolls, exploding/compounding dice, and rerolls. See https://github.com/oganm/dice_syntax_gd for a documentation
Scripts for managing accessibility and persistent settings. Created by the Godot Wild Jam community.
This Screen Effects addon is created specifically for 3D projects. It includes a variety of full-screen effects, supports multiple instances for each effect, and features a smooth fade system for seamless transitions. An example project is included to help you get up and running quickly. Features: - Radial Blur - Screen Blur - FOV Shake - FOV Fade - Screen Shake - Fade from/to Color - Motion Blur - Multiple Instances: Multiple instances of each effect can be added and controlled individually. - Effect Management: Built-in system to handle the fade-in, fade-out, and duration of each effect. - Example Project: Includes a sample project demonstrating the usage of the addon.
AndroidIAPP is a plugin for the Godot 4.4.1 game engine. It provides an interface to work with Google Play Billing Library version 7. The plugin supports all public functions of the library, passes all error codes, and can work with different subscription plans.
Allows displaying of Admob ads on Godot apps that are exported to the Android platform. Installation Steps: - delete any previous versions of the plugin - click `Download` button - on the installation dialog... -> keep `Change Install Folder` setting pointing to your project's root directory -> keep `Ignore asset root` checkbox checked -> click `Install` button - enable the plugin via `Project->Project Settings...->Plugins` in the Godot Editor - for usage info, see https://github.com/cengiz-pz/godot-android-admob-plugin/blob/main/README.md
2D and 3D Components to manage health, damage, and healing
This is a simple physics system working on Godot Engine 4 that simulates the behavior of an object floating in a water-like fluid. - All buoyancy control code is written in GDScript. - Physics process are simplified, so it works well on mobile and web. - You can use either 3D or 2D.
Anti-cheating-value is a plugin that prevents cheat tools from modifying sensitive data in the game memory.
Yandex-Games addon for html game. More information in the github repository. Documentation in the github repository. Give me stars on github! :)
Dispatch Queue implementation. Supports synchronous and threaded execution, with the later being either serial (1 Thread) or concurrent (2+ Threads, a.k.a. Thread Pool). If threading is not supported by OS, fallbacks to running in synchronous mode. There are signals for when each task is finished and another for when all tasks are finished, so it's very easy to hook callbacks or yield until they are emitted. You can also dispatch a group of tasks at once and respond to a signal when all of them are finished. Dispatch queues are References, but there are Node and Resource wrappers for it to ease integrating with other nodes and scenes.
An addon for Godot that provides functionality for working with neural networks.
Dispatch Queue implementation. Supports synchronous and threaded execution, with the later being either serial (1 Thread) or concurrent (2+ Threads, a.k.a. Thread Pool). There are signals for when each task is finished and another for when all tasks are finished, so it's very easy to hook callbacks or await until they are emitted. You can also dispatch a group of tasks at once and respond to a signal when all of them are finished. Dispatch queues are RefCounted, but there are Node and Resource wrappers for it to easily integrate with other nodes and scenes.
A modular, component-based system for creating animated lights in the Godot engine, inspired by the dynamic light animations of classic Quake and Half-Life games. Features - 11 Animation Presets: Includes predefined light animation tables from Quake. - Custom Animations: Supports user-defined animation strings. - Editor Previews: Preview animations directly in the Godot editor. - Smooth Transitions: Optional fade effect to reduce stepping. - Material Integration: Light animations affect the lamp material’s emission property. - Example Project: An example project is included to demonstrate setup and usage, providing a quick way to understand how to configure and combine components.
Calendar is a comprehensive library for creating calendar views, including yearly, monthly, weekly overviews, and agendas. Features: - Generate full year, month and week calendars through simple functions. - Supports variable start of the week (any weekday can be the first day of the week). - Supports week numbers in two versions - "First four day week" (where Week 1 is the first week with four days in it) and "Traditional" (where Week 1 is the week containing January 1). - Localization for day names and month names in three versions, Full (e.g. "Monday"), Abbreviation (e.g. "Mon") and Short (e.g. "M"), plus standard date format for each locale. - Customizable date format through POSIX-style placeholders (e.g. "%A, %-d %B" become "Wednesday, 21 October"). Supports any divider characters. - A Date class with functions for manipulating and comparing dates.
An implementation of a JS-like Promise. Supports then()/catch() and awaiting for settled/resolved/rejected state. More info on usage: https://github.com/TheWalruzz/godot-promise
Yet another (linear) dialogue system/addon/plugin. Written in human-readable plain text. Compatible with Godot 4.3. Official documentation: https://nndda.github.io/Theatre 0.9.0 changelog: https://github.com/nndda/Theatre/releases/tag/0.9.0
GodotXML - advanced XML support for Godot 4. Supports Godot 4.0+. Please see our README on GitHub for more information, including the v1 -> v2 migration guide: https://github.com/elenakrittik/GodotXML